attribute vec3 position; 

uniform mat4 modelMatrix;			//
uniform mat4 lightViewMatrix;		//	view matrix for system which uses the light source as the camera position
uniform mat4 lightProjectionMatrix;	//	projection matrix for system which uses the light source as the camera position

void main()
{ 
	gl_Position = lightProjectionMatrix * lightViewMatrix * modelMatrix * vec4(position, 1.0);
}
